We are DICE, the award-winning studio with locations in Stockholm and Gothenburg, Sweden, best known for creating the phenomenally successful Battlefield franchise.

We are now part of a set of global studios building a connected Battlefield universe, developing Battlefield’s one-of-a-kind multiplayer suite, while also building a team to support our new Seattle-based studio, Ridgeline Games, who are leading the development of a single-player narrative campaign.

We strongly believe our people are the backbone and driving force to our creative products, and are always looking for diverse game creators to join us in Stockholm, Gothenburg or working remotely, to help us build the best Battlefield experiences and make our studio the best in the industry.

The DICE Rendering team works across all of our Battlefield titles as a part of a wider, cross-studio Battlefield Rendering team. The team works in strong partnership with Frostbite, participating in the development of the Frostbite engine whilst also supporting the rendering feature needs of our Battlefield titles across both immersive and high fidelity visuals as well as cutting edge performance.

As a studio we encourage career development, well-being and fun, which in the Rendering team translates to a high degree of creative ownership, a democratic decision-making process and plenty of growth opportunities both inside and outside of the team. We promote realistic and sustainable planning to provide a healthy work-life balance. We also organize activities such as workshops and team events to bring the team closer together and foster a fun and inclusive workplace. You will report to a Technical Director.


  • Develop and maintain high quality rendering systems for multiple AAA games
  • Research, innovate and implement cutting edge real-time rendering techniques
  • Collaborate across team and discipline boundaries to provide highly productive and effective art and content workflows
  • Undertake performance profiling and optimization on multiple platforms
  • Work closely with game team artists and art directors to create effective solutions
  • You will manage a group of rendering engineers, in which you will coach and mentor them in their careers


  • 10+yr of experience in real-time rendering or AAA game development.
  • C++ experience with at least 5 years of professional programming experience in real-time rendering
  • Experience with modern graphics APIs such as DirectX 12, Vulkan or Metal.
  • Hands-on experience with C, C++ programming for x86, Arm64, and HLSL or other GPU shader programming languages
  • Proficiency with graphics rendering performance/platform optimization and debugging skills, with experience using analysis, optimization tools like PIX, RenderDoc, Razor.
  • Experience evaluating new rendering technologies, influencing graphics IHVs and rendering API standards.
  • Open to occasional domestic and international travel.

Bonus qualifications

  • Experience being in a technical leadership position.
  • 5+ years of experience in rendering in the Frostbite engine.
  • Experience working on FPS games, understanding the importance of low latency and ability to navigate the balance between high fidelity without compromising on latency.
  • Knowledge of DCC tools from Autodesk (e.g. Maya), SideFX (e.g. , Houdini), and Adobe (e.g. Substance tools).
  • Foundational mathematical knowledge for complex shader authoring
  • Experience defining rendering pipeline architecture, including integrating rendering systems with modern art content pipelines.
  • Experience implementing new rendering technologies, like real-time ray traced global illumination for reflections, soft shadows

Tagged as: Apis, Career Development, Debugging, Rendering, Research, Workflows

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